Quote Originally Posted by Lukeal View Post
For me it's how relics in this game are so.....underwhelming. The glow is nice but besides that they don't feel like an item of legend, or that they pertain to the job they are associated with besides the name (and let's be real i wonder how many times they can steal names from FFXI before they actually start having to come up with original ones).

I wish relics told some story or lore about the world we inhabit, or had some awsome mythos about its creation even if the weapon itself is more of a legend and the story has inconsistencies with it. As for the power of the relic itself i wish they ACTUALLY had interesting effects, i know they don't want to because *balance* but with how relics are always behind raid weapons in ilevel until the last patch i think they could get away it.

If they really felt that the effect would be too strong, why not just have it you a disclaimer in savage/ultimate fights? "The light/power of your relic is being suppressed!". Make it so in fights that have no echo they are just another ilevel weapon, but outside in the world and content that doesn't really matter they can be used as the weapon of legend they are meant to be.

Generally i just don't feel like a badass when i have a relic...i just feel like my character went through the trouble to just get another glowbat that they probably didn't need it in a sea of glowbats, and the final stage for most for eureka relics in my opinion was....not good looking, at least for me it wasn't enough to warrant the effort.
Same. It's frustrating that most "rare" weapons in video games are just more powerful stat sticks, with maybe a glow effect attached.. They don't really feel special.

WoW Cataclysm, mages could embark on a questline with the dragons (dragons are usually friendly, heroic characters in WoW) to fight evil. The culmination of the questline had your valued dragon comrade sacrifice herself, and her soul absorbed into your new legendary staff. You could use the staff to transform into her, which made the staff feel really special.

In Legion, every spec in the game got an artifact weapon, complete with a questline that sent you off to find it, learn about the lore behind its creation, its wielders, and overcome a challenge to obtain it yourself. The writers tried to tie the weapons into established lore when they could, though many of the weapons still felt like they were pulled out of thin air. However, there are three notable artifact weapons that felt truly legendary: Doomhammer, Frostmourne, and Ashbringer. Those three weapons are prominent weapons with a storied history in the Warcraft saga, and it felt amazing to get them. For Doomhammer and Ashbringer, you interacted with their famous prior wielders, becoming an heir to a great legacy. For Frostmourne, you collected the pieces of a weapon renowned for evil, and reforged into a new weapon to perform heroic deeds. It felt great.